Nodal Setup for Diffuse, Emission, Normal and Specular map in Cycles Render
This node setup works and it's a very basic one, tell me if you understand. Note that all the Image Texture nodes are supposed to be in Non-Color Data mode except the one for the Diffuse node. Also, I needed to put a ColorRamp node after the Specular Image Texture node to give more strength to the Diffuse node against the Glossy one.

If I explain quickly: I mix the Diffuse Image Texture with the Glossy, and use the Specular as the factor. This is basic: the Specular picture will determine what part of the object is glossy, what other part remain matt. But as the object was super glossy I had to adjust with a Converter > ColorRamp node after the Specular. Also, as I want both the Glossy and the Diffuse to be affected by a Normal map to give some fake 3D details, I needed to put the Normal Map in both the Diffuse and the Glossy. Now to finish the object you need to switch on the lights with an Emission shader: Just add a last Mix Shader and mix the Emission node and use the Emission map as the factor.